Home › Forums › Bug Reports and Feature Requests › Updated projects to 2.4 without any issues. Still wishes for a few improvements.
Tagged: Blender 2.9, firefox, fog, physics, Verge3D 2.4, wishlist
- This topic has 1 reply, 2 voices, and was last updated 4 years, 2 months ago by Yuri Kovelenov.
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2020-10-05 at 7:59 pm #33844illussimoCustomer
Last week I have updated my projects to Blender 2.9.01 and Verge3D 2.4. Everything went smoothly, no issues at all. I now also implemented anisotropic filtering for most textures and added subtle fog in one of the projects.
Check it out, here are the links:
My Vehicle Fantasy part 1, part 2 and VR version
Card Deck Theatre
Faun da Gamba
There is always the balance between performance and looks, but it is great to see how much more can be achieved with every Verge3D update. Also, the much faster loading and rendering in Chrome and Edge are a great improvement.There are a few things that I hope can be tackled in the upcoming version.
Physics:
Physics still has a problem with dropping thin objects on top of each other on the static floor. In my case, they are playing cards. They can’t land flat on top of each other but there seems to be some padding on top of the flat object, a kind of force field that is thicker than the card. I have posted about this issue a while ago.
I tried everything also the tips I got from the team but to no avail.
Could you have a look at the current physics system why this still happens?Puzzles:
– There is a Pen display/tablet issue in Firefox where dragging the puzzles with a pen. Dragging staggers and even freezes the puzzle board. In Chrome and Edge, it works fine.
– Reflection still has some artefacts.
I mentioned a few more things in this post.It would be great if some of the improvements can be implemented in version 2.5.
Simone
2020-10-06 at 7:06 am #33865Yuri KovelenovStaffHi Simone,
Thanks for the update, your apps look better and better!
Yes there is a limitations with rigid body physics that it does not work well with thin, small or speedy objects. This is because it works in real time and can only perform the simulation for a limited period of time (a fraction of second). This may lead to simulation errors when one body goes through another, or the other way around, it floats over. For this reason it is very difficult to achieve perfect physics simulation like in real life.
Reflection still has some artefacts.
Thanks for the reminder! We’ll definitely look at this.
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